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Unified Diff: Source/platform/graphics/skia/SkiaUtils.cpp

Issue 416543002: Move logic from NativeImageSkia to GraphicsContext and SkiaUtils (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Test regressions fixed Created 6 years, 5 months ago
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Index: Source/platform/graphics/skia/SkiaUtils.cpp
diff --git a/Source/platform/graphics/skia/SkiaUtils.cpp b/Source/platform/graphics/skia/SkiaUtils.cpp
index a6090712e64c3453bd0f299b3520095bffd0ae19..8391b1f18a0d6ebc76a6a7f5f39beeb7eb58bc36 100644
--- a/Source/platform/graphics/skia/SkiaUtils.cpp
+++ b/Source/platform/graphics/skia/SkiaUtils.cpp
@@ -189,4 +189,146 @@ SkMatrix affineTransformToSkMatrix(const AffineTransform& source)
return result;
}
+bool nearlyIntegral(float value)
+{
+ return fabs(value - floorf(value)) < std::numeric_limits<float>::epsilon();
+}
+
+InterpolationQuality limitInterpolationQuality(const GraphicsContext* context, InterpolationQuality resampling)
+{
+ return std::min(resampling, context->imageInterpolationQuality());
+}
+
+SkPaint::FilterLevel convertToSkiaFilterLevel(bool useBicubicFilter, InterpolationQuality resampling)
+{
+ // FIXME: If we get rid of this special case, this function can go away entirely.
+ if (useBicubicFilter)
+ return SkPaint::kHigh_FilterLevel;
+
+ // InterpolationHigh if useBicubicFilter is false means that we do
+ // a manual high quality resampling before drawing to Skia.
+ if (resampling == InterpolationHigh)
+ return SkPaint::kNone_FilterLevel;
+
+ return static_cast<SkPaint::FilterLevel>(resampling);
+}
+
+InterpolationQuality computeInterpolationQuality(
+ const SkMatrix& matrix,
+ float srcWidth,
+ float srcHeight,
+ float destWidth,
+ float destHeight,
+ bool isDataComplete)
+{
+ // The percent change below which we will not resample. This usually means
+ // an off-by-one error on the web page, and just doing nearest neighbor
+ // sampling is usually good enough.
+ const float kFractionalChangeThreshold = 0.025f;
+
+ // Images smaller than this in either direction are considered "small" and
+ // are not resampled ever (see below).
+ const int kSmallImageSizeThreshold = 8;
+
+ // The amount an image can be stretched in a single direction before we
+ // say that it is being stretched so much that it must be a line or
+ // background that doesn't need resampling.
+ const float kLargeStretch = 3.0f;
+
+ // Figure out if we should resample this image. We try to prune out some
+ // common cases where resampling won't give us anything, since it is much
+ // slower than drawing stretched.
+ float diffWidth = fabs(destWidth - srcWidth);
+ float diffHeight = fabs(destHeight - srcHeight);
+ bool widthNearlyEqual = diffWidth < std::numeric_limits<float>::epsilon();
+ bool heightNearlyEqual = diffHeight < std::numeric_limits<float>::epsilon();
+ // We don't need to resample if the source and destination are the same.
+ if (widthNearlyEqual && heightNearlyEqual)
+ return InterpolationNone;
+
+ if (srcWidth <= kSmallImageSizeThreshold
+ || srcHeight <= kSmallImageSizeThreshold
+ || destWidth <= kSmallImageSizeThreshold
+ || destHeight <= kSmallImageSizeThreshold) {
+ // Small image detected.
+
+ // Resample in the case where the new size would be non-integral.
+ // This can cause noticeable breaks in repeating patterns, except
+ // when the source image is only one pixel wide in that dimension.
+ if ((!nearlyIntegral(destWidth) && srcWidth > 1 + std::numeric_limits<float>::epsilon())
+ || (!nearlyIntegral(destHeight) && srcHeight > 1 + std::numeric_limits<float>::epsilon()))
+ return InterpolationLow;
+
+ // Otherwise, don't resample small images. These are often used for
+ // borders and rules (think 1x1 images used to make lines).
+ return InterpolationNone;
+ }
+
+ if (srcHeight * kLargeStretch <= destHeight || srcWidth * kLargeStretch <= destWidth) {
+ // Large image detected.
+
+ // Don't resample if it is being stretched a lot in only one direction.
+ // This is trying to catch cases where somebody has created a border
+ // (which might be large) and then is stretching it to fill some part
+ // of the page.
+ if (widthNearlyEqual || heightNearlyEqual)
+ return InterpolationNone;
+
+ // The image is growing a lot and in more than one direction. Resampling
+ // is slow and doesn't give us very much when growing a lot.
+ return InterpolationLow;
+ }
+
+ if ((diffWidth / srcWidth < kFractionalChangeThreshold)
+ && (diffHeight / srcHeight < kFractionalChangeThreshold)) {
+ // It is disappointingly common on the web for image sizes to be off by
+ // one or two pixels. We don't bother resampling if the size difference
+ // is a small fraction of the original size.
+ return InterpolationNone;
+ }
+
+ // When the image is not yet done loading, use linear. We don't cache the
+ // partially resampled images, and as they come in incrementally, it causes
+ // us to have to resample the whole thing every time.
+ if (!isDataComplete)
+ return InterpolationLow;
+
+ // Everything else gets resampled.
+ // High quality interpolation only enabled for scaling and translation.
+ if (!(matrix.getType() & (SkMatrix::kAffine_Mask | SkMatrix::kPerspective_Mask)))
+ return InterpolationHigh;
+
+ return InterpolationLow;
+}
+
+
+bool shouldDrawAntiAliased(const GraphicsContext* context, const SkRect& destRect)
+{
+ if (!context->shouldAntialias())
+ return false;
+ const SkMatrix totalMatrix = context->getTotalMatrix();
+ // Don't disable anti-aliasing if we're rotated or skewed.
+ if (!totalMatrix.rectStaysRect())
+ return true;
+ // Disable anti-aliasing for scales or n*90 degree rotations.
+ // Allow to opt out of the optimization though for "hairline" geometry
+ // images - using the shouldAntialiasHairlineImages() GraphicsContext flag.
+ if (!context->shouldAntialiasHairlineImages())
+ return false;
+ // Check if the dimensions of the destination are "small" (less than one
+ // device pixel). To prevent sudden drop-outs. Since we know that
+ // kRectStaysRect_Mask is set, the matrix either has scale and no skew or
+ // vice versa. We can query the kAffine_Mask flag to determine which case
+ // it is.
+ // FIXME: This queries the CTM while drawing, which is generally
+ // discouraged. Always drawing with AA can negatively impact performance
+ // though - that's why it's not always on.
+ SkScalar widthExpansion, heightExpansion;
+ if (totalMatrix.getType() & SkMatrix::kAffine_Mask)
+ widthExpansion = totalMatrix[SkMatrix::kMSkewY], heightExpansion = totalMatrix[SkMatrix::kMSkewX];
+ else
+ widthExpansion = totalMatrix[SkMatrix::kMScaleX], heightExpansion = totalMatrix[SkMatrix::kMScaleY];
+ return destRect.width() * fabs(widthExpansion) < 1 || destRect.height() * fabs(heightExpansion) < 1;
+}
+
} // namespace blink
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